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1 hour ago, Swoop5994 said:


Filling up container to destroy them to have a big pile of crap in your ship,or building infinite set-up to test the launcher...breaking the damn windows of the POI to make solar, if you want to do these why bother asking for balance or asking to nerf the panels ?.Klei is pulling one of the most impressive release  i never seen but everyone is there asking for balance on things you chose to abuse. On methods that bypass the default game difficulty.

Personally I want this game to be like a kick in the nuts i choose not to abuse the game mechanics.I mean yeah, you can store 1000 tons of crap in one tile IF you want to. I never did,and certainly wont begin in my rocket because i lack space, you guys know what i can't do anymore ? destroy the walls of a rocket in a future game if I want for fun just once. nope people abused it to the point of calling it broken gameplay. This is removing some of the fun in creating crazy things once in a while.And before everything let's remember nothing is setted yet the game is still releasing

While I agree with this, and  have so far went around abuses I dislike by simply not using them, some abuses are an easy fix that don't take away from creativity much/at all. For example, the rocket cargo stacking issue could be easily remedied a lot by simply disabling any storage containers to be built inside the cockpit, and instead have a life support module that can contain food and oxygen on the outside of the rocket with its specific content weight limitations. I don't like to use abuses, but I very much like for the stuff in the game to make sense, so adding more options that do make sense that eliminate abuses at the same time is a win-win.

  • Like 1

oh and i find it weird to use a wood shed with a bucket to poop in ,in a space vessel so i have to agree with you that the game have to make sense too.but im confident in the future decisions klei will make they are taking all the rights directions imo

 

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3 minutes ago, Swoop5994 said:

oh and i find it weird to use a wood shed with a bucket to poop in ,in a space vessel so i have to agree with you that the game have to make sense too.but im confident in the future decisions klei will make they are taking all the rights directions imo

 

Agreed, I can see a part of the design path being specialized buildings that can only be built in the cockpit and not outside including a space toilet and space storage compartment. Once you have these, disable building other buildings than these in the cockpit, and voila. I definitely don't expect to be using a wooden shed in space in full release, I have faith in Klei.

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2 hours ago, Swoop5994 said:


,or building infinite set-up to test the launcher...

Maxing out the launcher takes less than 2 dupes and I 100% plan on doing it. I just don't have that kind of time since the release just came out and I'm on cycle 120. There's nothing in that setup that's out of reach for a mid game base and you know it.

1 hour ago, camelot said:

Eh, you can burn ethanol in Petroleum generators for power? It's super easy to get. I usually skip coal generators entirely and get ethanol to power my base at cycle 25-30

That's not an option on swamp start, and it's not necessary with solar being so easy.

2 hours ago, Swoop5994 said:


i choose not to abuse the game mechanics.I mean yeah, you can store 1000 tons of crap in one tile IF you want to. I never did,

You've never used a dropper? girlspaughing.jpg

4 hours ago, n_t_p said:

There's no point to use rockets for shipping when this thing exists.

So the limited capacity of interplanetary launcher is not enough for you? Should it be reduced to 500kg instead of its limited 1200? If you want to transfer small amounts of anything when you are already in a planet instead of going back an forth, is worth going through the trouble to set it up but nothing so far replaces rockets

 

2 hours ago, Swoop5994 said:

or/and add overheating solar panels and the actual cable being a heat transfer from space

You mean go back to how it was when solar panels were first introduced? Meaning unplayable... 

20 minutes ago, n_t_p said:

That's not an option on swamp start

It's an option on second and third planet on any start.

8 hours ago, Unfawkable said:

the rocket cargo stacking issue could be easily remedied a lot by simply disabling any storage containers to be built inside the cockpit

This would create a plethora of issues, starting with the fact that the Orbital Microlab, which can only be built inside the control module, requires plastic to be delivered to it to work. Thus, it literally requires that plastic is stored in the cockpit.

I personally think that stacking items on the ground isn't really a big issue - there's far more exploity things in the game already. I believe in making the "intended" options viable enough that the majority of players would rather use them instead of exploits that circumvent them. Cargo bays already have advantages over cockpit storage as is (such as storing the material in an insulated environment and taking up no space otherwise used for more buildings), they just need to be more worthwhile to invest a currently-very-limited module slot in and have way more storage than they currently do.

15 hours ago, Sasza22 said:

Wood burners are a good CO2 source for your rockets. I`m currently trying to play without solar at least until i start producing glass (like if i couldn`t use PoIs). It`s managable but doesn`t feel good. I need at least 4 coal generators to power either a metal smelter or glass forge along with the rest of the base. If i want an aquatuner running i need 6-7 coal generators running and a lot of hatches to sustain them. In the base game i`d switch to nat gas or petrol already but it`s not available on the starting asteroid so you feel stuck when you don`t go solar.

I've never deconstructed the windows in the special rooms - I really like how they look and the fact that they can't be rebuilt bothers me, so I've always played like this in the DLC, hahah.

The energy I use for high-consumption machines like the metal smelter comes from my self-powered oxygen contraption; it produces excess hydrogen which I use on other machines. That's how I produced glass from a glass forge to make panels.

Also, remember that the power plant room exists; the 50% efficiency buff from Engie's Tune-up can really cut down on fuel usage. And if you get to the Irridiated Forest asteroid, you really oughta nab some Saturn Critter Traps since they produce a LOT of hydrogen (about 33g/s from my experience.)

Edited by Electroely
  • Like 1
2 hours ago, Electroely said:

This would create a plethora of issues, starting with the fact that the Orbital Microlab, which can only be built inside the control module, requires plastic to be delivered to it to work. Thus, it literally requires that plastic is stored in the cockpit.

There is a way to reconcile this. Before a rocket launches iterate over all the items in the cockpit module and add them to the rocket burden / weight calculation. Or introduce some overall weight limit to the cockpit module. That way you can store some stuff in the cockpit, but you'll have issues if you try to bring along many tons

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13 minutes ago, Steve8 said:

There is a way to reconcile this. Before a rocket launches iterate over all the items in the cockpit module and add them to the rocket burden / weight calculation. Or introduce some overall weight limit to the cockpit module. That way you can store some stuff in the cockpit, but you'll have issues if you try to bring along many tons

I agree with this. Would make cargo bays relevant again.

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2 minutes ago, marioespinho said:

I agree with this. Would make cargo bays relevant again.

I agree, but I do think that cargo bays need an increased capacity. 2.7t of most solids is not really a lot, and if this limit isn't going to be much higher (I would hope you can carry at least 10t or 20t inside a command module) it would become really annoying really fast.

Also, this next part is about both this subject and many other aspects of the DLC:

I really think the game needs some kind of conveyor loader building where you can queue deliveries of specific amounts of specific solids. Something that could have an element selection and storage amount bar like a storage bin, but resources aren't delivered until they're queued in a GUI similar to that of the glass forge, kiln, etc, and once a delivery is queued it is not counted as finished until the exact amount was delivered.

I think such a building would really improve the player experience when dealing with the supply teleporter and interplanetary launcher, as well as allow for the convenient use of the rocket's solid cargo bay to store specific amounts of different resources in the event a limit to command module contents is added.

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28 minutes ago, Electroely said:

I agree, but I do think that cargo bays need an increased capacity. 2.7t of most solids is not really a lot, and if this limit isn't going to be much higher (I would hope you can carry at least 10t or 20t inside a command module) it would become really annoying really fast.

Also, this next part is about both this subject and many other aspects of the DLC:

I really think the game needs some kind of conveyor loader building where you can queue deliveries of specific amounts of specific solids. Something that could have an element selection and storage amount bar like a storage bin, but resources aren't delivered until they're queued in a GUI similar to that of the glass forge, kiln, etc, and once a delivery is queued it is not counted as finished until the exact amount was delivered.

I think such a building would really improve the player experience when dealing with the supply teleporter and interplanetary launcher, as well as allow for the convenient use of the rocket's solid cargo bay to store specific amounts of different resources in the event a limit to command module contents is added.

Very neat ideas !

 

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1 hour ago, sakura_sk said:

So the limited capacity of interplanetary launcher is not enough for you? Should it be reduced to 500kg instead of its limited 1200? If you want to transfer small amounts of anything when you are already in a planet instead of going back an forth, is worth going through the trouble to set it up but nothing so far replaces rockets

It's an option on second and third planet on any start.

You're looking at the interplanetary launcher completely wrong. The limit per shot or per cleaning doesn't matter so much as the average throughput, which is currently higher than all three of it's input ports combined.

 

4 hours ago, Electroely said:

I agree, but I do think that cargo bays need an increased capacity. 2.7t of most solids is not really a lot, and if this limit isn't going to be much higher (I would hope you can carry at least 10t or 20t inside a command module) it would become really annoying really fast.

Also, this next part is about both this subject and many other aspects of the DLC:

I really think the game needs some kind of conveyor loader building where you can queue deliveries of specific amounts of specific solids. Something that could have an element selection and storage amount bar like a storage bin, but resources aren't delivered until they're queued in a GUI similar to that of the glass forge, kiln, etc, and once a delivery is queued it is not counted as finished until the exact amount was delivered.

I think such a building would really improve the player experience when dealing with the supply teleporter and interplanetary launcher, as well as allow for the convenient use of the rocket's solid cargo bay to store specific amounts of different resources in the event a limit to command module contents is added.

More options are good, but this seems too much like an all-in-one solution to a specific problem. That problem can be solved with automation, so it shouldn't have a dedicated building.

1 hour ago, n_t_p said:

More options are good, but this seems too much like an all-in-one solution to a specific problem. That problem can be solved with automation, so it shouldn't have a dedicated building.

I've found this specific problem to occur many times throughout the multiple worlds I've played on so far, which is why I think it deserves its own built in solution. Inter-planetary gameplay often requires sending specific needed resources across planets, and so far it's been a lot of trouble for me. The most consistent way of sending specific amounts of resources I've found was to pair a storage bin with limited capacity with an auto sweeper and conveyor loader and manually activate the loader and deactivate the storage bin once it's loaded.

You mention the problem can be solved with automation. Can you give an example? It'd help me a lot.

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On 4/3/2021 at 2:34 AM, Electroely said:

pair a storage bin with limited capacity with an auto sweeper and conveyor loader and manually activate the loader and deactivate the storage bin once it's loaded.

 

I was thinking about smart storage bin on a door and a memory toggle...

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12 minutes ago, furytale said:

 

I was thinking about smart storage bin on a door and a memory toggle...

I actually did create that just today:

image.thumb.png.cc15a636264187185ec48430eb004bd8.png

It's kind of a mess, but it works well for the kind of machine I was suggesting bar the fact that it takes up so much space and can't currently receive input from a conveyor receptable (only dupe delivery works for it)

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